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serenity/Userland/Libraries/LibCards/Card.h
Timothy Flynn 4cbdc747ab LibCards+Solitaire: Elevate card highlight management to the card stack
Instead of indicating which individual cards should be highlighted, card
games now indicate which stack is highlighted. This lets the stack draw
empty stacks with a highlight (e.g. the Foundation stack in Solitaire).
If the stack is non-empty, the stack can delegate highlighting to the
top-most card.
2023-01-06 12:02:10 +01:00

162 lines
4.1 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2022, the SerenityOS developers.
* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Format.h>
#include <LibCore/Object.h>
#include <LibGUI/Painter.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/CharacterBitmap.h>
#include <LibGfx/Rect.h>
namespace Cards {
enum class Rank : u8 {
Ace,
Two,
Three,
Four,
Five,
Six,
Seven,
Eight,
Nine,
Ten,
Jack,
Queen,
King,
__Count
};
constexpr StringView card_rank_label(Rank rank)
{
switch (rank) {
case Rank::Ace:
return "A"sv;
case Rank::Two:
return "2"sv;
case Rank::Three:
return "3"sv;
case Rank::Four:
return "4"sv;
case Rank::Five:
return "5"sv;
case Rank::Six:
return "6"sv;
case Rank::Seven:
return "7"sv;
case Rank::Eight:
return "8"sv;
case Rank::Nine:
return "9"sv;
case Rank::Ten:
return "10"sv;
case Rank::Jack:
return "J"sv;
case Rank::Queen:
return "Q"sv;
case Rank::King:
return "K"sv;
case Rank::__Count:
VERIFY_NOT_REACHED();
}
VERIFY_NOT_REACHED();
}
enum class Suit : u8 {
Clubs,
Diamonds,
Spades,
Hearts,
__Count
};
class Card final : public Core::Object {
C_OBJECT(Card)
public:
static constexpr int width = 80;
static constexpr int height = 100;
static constexpr int card_count = to_underlying(Rank::__Count);
static constexpr int card_radius = 5;
virtual ~Card() override = default;
Gfx::IntRect& rect() { return m_rect; }
Gfx::IntRect const& rect() const { return m_rect; }
Gfx::IntPoint position() const { return m_rect.location(); }
Gfx::IntPoint old_position() const { return m_old_position; }
Rank rank() const { return m_rank; };
Suit suit() const { return m_suit; }
bool is_old_position_valid() const { return m_old_position_valid; }
bool is_moving() const { return m_moving; }
bool is_upside_down() const { return m_upside_down; }
bool is_inverted() const { return m_inverted; }
Gfx::Color color() const { return (m_suit == Suit::Diamonds || m_suit == Suit::Hearts) ? Color::Red : Color::Black; }
void set_position(const Gfx::IntPoint p) { m_rect.set_location(p); }
void set_moving(bool moving) { m_moving = moving; }
void set_upside_down(bool upside_down) { m_upside_down = upside_down; }
void set_inverted(bool inverted) { m_inverted = inverted; }
void save_old_position();
void paint(GUI::Painter&, bool highlighted = false) const;
void clear(GUI::Painter&, Color background_color) const;
void clear_and_paint(GUI::Painter& painter, Color background_color, bool highlighted);
private:
Card(Suit, Rank);
Gfx::IntRect m_rect;
Gfx::IntPoint m_old_position;
Suit m_suit;
Rank m_rank;
bool m_old_position_valid { false };
bool m_moving { false };
bool m_upside_down { false };
bool m_inverted { false };
};
enum class Shuffle {
No,
Yes,
};
NonnullRefPtrVector<Card> create_standard_deck(Shuffle);
NonnullRefPtrVector<Card> create_deck(unsigned full_club_suit_count, unsigned full_diamond_suit_count, unsigned full_heart_suit_count, unsigned full_spade_suit_count, Shuffle);
void shuffle_deck(NonnullRefPtrVector<Card>&);
}
template<>
struct AK::Formatter<Cards::Card> : Formatter<FormatString> {
ErrorOr<void> format(FormatBuilder& builder, Cards::Card const& card)
{
StringView suit;
switch (card.suit()) {
case Cards::Suit::Clubs:
suit = "C"sv;
break;
case Cards::Suit::Diamonds:
suit = "D"sv;
break;
case Cards::Suit::Hearts:
suit = "H"sv;
break;
case Cards::Suit::Spades:
suit = "S"sv;
break;
default:
VERIFY_NOT_REACHED();
}
return Formatter<FormatString>::format(builder, "{:>2}{}"sv, Cards::card_rank_label(card.rank()), suit);
}
};